Yeah, this is kind of what I was asking in my last post. What exactly is the distinction between a game that bills itself as a universal system and a system that gets used for many different games across several genres?
To me, there's a vast difference between a house system and a generic system. A house system is borne out of a setting first approach, with the system adaptations or hacks being separate. In many cases, that's exactly what they're called - hacks. They take a system meant for one thing, and apply it in a different direction.
A generic system does not bill itself around a particular setting, though one may be included for illustrative purposes and to get traction. It's billed as being system first. There is usually a bias in that system, but that is usually a feature, not a setting conceit, and within that bias, it is made as a toolkit to be applied liberally.
Examples of the former:
PbtA, FitD (which was a hack of PbtA), YZE, 2d20, etc.
Examples of the latter:
Fate, Savage Worlds, GURPS
Examples of systems that started out as the former, but are now billed as the latter:
Storyteller, Cypher, Cortex